Welcome back to yet another week of the Traiteur Development Blog!

This week, we interview Sander, my partner in Raconteur and our Chief Technical Officer.

Enjoy this insight into our processes!

Q: Tell us a little about yourself and what you do!

I’m Sander, Raconteur’s lead programmer! I write for some of our games, including this one, and design the structure of the systems in Traiteur.

Q: What inspired you to want to work on Traiteur?

The scope and focus of the game were the main attractions for me – we wanted a smaller project after our last one, and it was an opportunity to concentrate on gameplay mechanics and raw storytelling instead of the increased work with graphics that’s gone into our other released game, Close Order. I saw it as a fun, lighthearted project to work on, and I was really excited by that idea!

I also loved the opportunity to play with the different aesthetic of the game – I really like exploring every nook and cranny that an idea has to offer, and the ASCII graphics and setting lend themselves perfectly to all sorts of fun nuances and details in the game and story.

Q: Describe the game in 10 words or less.

Fast, fun, challenging, and sharpened storytelling experiment!

Q: How does the game’s ASCII setting create challenges in your role in the game’s production?

ASCII art means that we have to stay committed to the rules we set up for our game world. It’s such a precise and unforgiving style that we need to make sure our artists are the best at their craft and are able to turn out environments that actually make sense to the player. It’d be easy to retreat into a style like Dwarf Fortress that takes some getting used to, but we want to play around with making an ASCII style immediately accessible.

Q: What’s the most unique and/or strangest thing you’ve experienced thus far on the project?

The art and the gameplay! It’s been a joy to see the art spring up around the gameplay that we built up – ideas can bounce off of each other and cause the other to grow really easily. It’s a blast to work with.

Q: Why on earth do you think someone should play this game when it’s done?!

The feeling you get from understanding and mastering the mechanics of the game in such a short time is thrilling – Traiteur is perfect for a break from in-depth strategy games, for instance. It’s a series of quick, immediate challenges, coupled with a lighthearted, memorable story and a few carefully fleshed-out systems. Play it for the feeling you get when you learn and master a new skill!

Thanks to Sander for taking time away from Traiteur to do this intereview. See y’all next week!




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